sp1989 Posted March 11, 2015 Share Posted March 11, 2015 What does the log say?I deleted the sxt texture cache and restarted and it all worked good. It's all good now. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 11, 2015 Author Share Posted March 11, 2015 I deleted the sxt texture cache and restarted and it all worked good. It's all good now.Oh, I see that. I've tested RtK without ATM only. But I hope it won't make any serious issues. BTW, 10th page and 100 comments! Hooray! Link to comment Share on other sites More sharing options...
Djolox Posted March 11, 2015 Share Posted March 11, 2015 Downloading v0.0.3 anyway the mod is impressive and refreshing compared to stock ksp tech tree Link to comment Share on other sites More sharing options...
Niemand303 Posted March 12, 2015 Author Share Posted March 12, 2015 So, guys, what fo you think about that kind of "The FUTURE!!" Tech tree nodes? Link to comment Share on other sites More sharing options...
SwGustav Posted March 13, 2015 Share Posted March 13, 2015 IMO there needs to be more before warp drives Link to comment Share on other sites More sharing options...
bsimms606 Posted March 13, 2015 Share Posted March 13, 2015 Just wanted to say this mod looks awesome and I can't wait until it's up and running. I've started a new install and I'm trying to only use Tantares and TantaresLV parts on it, aside from maybe a science mod. Oh, and 64k, FAR, RemoteTech, ScanSat, TAC Life Support. Trying to do the whole Russian program. Anyway, this mod looks like it fits perfectly. Now I'll have to make 2 new installs, one for each agency. Keep up the good work! Link to comment Share on other sites More sharing options...
sp1989 Posted March 13, 2015 Share Posted March 13, 2015 So, guys, what fo you think about that kind of "The FUTURE!!" Tech tree nodes?http://puu.sh/gwYom/e205f3321e.pngThe only thing that i worry about is that the its going to get memory prohibitive for some users. MKS/OKS, karbonite, and the warp rings work well together alone but with all the dependencies already required the gamedata file is gonna get pretty full even with ATM. So I recommend again that you cull the dependencies for what you need and package them. I don't mean to belabor my point or be annoying. Im just making a recommendation. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 14, 2015 Author Share Posted March 14, 2015 IMO there needs to be more before warp drivesI thought that too, but I can't imagine stuff to add without heavy science-grinding without having a really good interplanetary ability. Maybe add Mechjeb to fill some nodes?After trying Smart Parts I think that it would be definitely supported too, as a basic automation service.Just wanted to say this mod looks awesome and I can't wait until it's up and running. I've started a new install and I'm trying to only use Tantares and TantaresLV parts on it, aside from maybe a science mod. Oh, and 64k, FAR, RemoteTech, ScanSat, TAC Life Support. Trying to do the whole Russian program. Anyway, this mod looks like it fits perfectly. Now I'll have to make 2 new installs, one for each agency. Keep up the good work!Thanks! I'm moving to contracts, so that it would be possible to play not only science sandbox. The only thing that i worry about is that the its going to get memory prohibitive for some users. MKS/OKS, karbonite, and the warp rings work well together alone but with all the dependencies already required the gamedata file is gonna get pretty full even with ATM. So I recommend again that you cull the dependencies for what you need and package them. I don't mean to belabor my point or be annoying. Im just making a recommendation.I'm testing the mod in 32 bit without ATM, although in -force-opengl mode, so if something goes wrong I will know it. Link to comment Share on other sites More sharing options...
sp1989 Posted March 14, 2015 Share Posted March 14, 2015 I thought that too, but I can't imagine stuff to add without heavy science-grinding without having a really good interplanetary ability. Maybe add Mechjeb to fill some nodes?After trying Smart Parts I think that it would be definitely supported too, as a basic automation service.Thanks! I'm moving to contracts, so that it would be possible to play not only science sandbox. I'm testing the mod in 32 bit without ATM, although in -force-opengl mode, so if something goes wrong I will know it. What about near future propulsion engines first? Link to comment Share on other sites More sharing options...
Niemand303 Posted March 14, 2015 Author Share Posted March 14, 2015 What about near future propulsion engines first?Actually a good idea. I should gradually add support for all of the parts. BTW: after I finish the contracts and make an initial release I will add one surprise feature in the tech tree. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 14, 2015 Author Share Posted March 14, 2015 So, as I've said, I'm working on contracts. Given that they might act as "scenario/quest generators", I'm trying to build something like a "contract tree", if you will of requirements for the contract to appear. What do you think about this version?Hid the image in the spoiler because of its size. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 15, 2015 Author Share Posted March 15, 2015 So, the poll is over and here are the results: That means Orion will be represented by the stock Mk1-2 capsule and an SDHI Service Module! The only thing left to decide is will K-P0110 be Apollo capsule, or (for not putting too much dependencies) allow the Mk1-2 be Apollo too.And a small peek on the contracts. Thanks Beale for that beautiful flag which he gave me permission to use! Link to comment Share on other sites More sharing options...
tygoo7 Posted March 15, 2015 Share Posted March 15, 2015 This mod looks very cool! I will get this once I get done with my current career mode! Link to comment Share on other sites More sharing options...
Niemand303 Posted March 15, 2015 Author Share Posted March 15, 2015 This mod looks very cool! I will get this once I get done with my current career mode!Thanks! Glad you like it. Made a new version of the contract progression tree!Any criticism or ideas? Link to comment Share on other sites More sharing options...
flamerboy67664 Posted March 16, 2015 Share Posted March 16, 2015 Niemand, just a question. What will happen to spaceships which still doesn't have a config for this mod?Cheers, flamerboy67664 Link to comment Share on other sites More sharing options...
Niemand303 Posted March 16, 2015 Author Share Posted March 16, 2015 Niemand, just a question. What will happen to spaceships which still doesn't have a config for this mod?Cheers, flamerboy67664Well... nothing! Because it's just techtree (and contracts in future) remake. I modify some parts, but without rescaling, only electric charge modifications and new experiments. But still to work this mod needs a new savegame, because new techtree and stuff, you know. Some parts are disabled, thus won't appear in VAB/Techtree, but aside of this won't disappear from already flying ships. Link to comment Share on other sites More sharing options...
sp1989 Posted March 16, 2015 Share Posted March 16, 2015 A mod to consider for "future" it's very well rendered, great looking parts, great designs, and low memory. http://forum.kerbalspaceprogram.com/threads/98913-WIP-KSS-Asimov-A-spaceship-pack-Update-0-0-2-%2811-07-2014%29It looks great with warp rings. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 16, 2015 Author Share Posted March 16, 2015 A mod to consider for "future" it's very well rendered, great looking parts, great designs, and low memory. http://forum.kerbalspaceprogram.com/threads/98913-WIP-KSS-Asimov-A-spaceship-pack-Update-0-0-2-%2811-07-2014%29It looks great with warp rings.Thanks! I'll look to using it, but I'm afraid it wasn't maintained for quite a long time.For the new Tantares version: support for the new parts and one old renamed - it will be released with the contracts (they are taking much more time to make than I expected). Link to comment Share on other sites More sharing options...
sp1989 Posted March 16, 2015 Share Posted March 16, 2015 Thanks! I'll look to using it, but I'm afraid it wasn't maintained for quite a long time.For the new Tantares version: support for the new parts and one old renamed - it will be released with the contracts (they are taking much more time to make than I expected).Actually I only posted it because the creator just posted again yesterday and is making new parts. Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted March 17, 2015 Share Posted March 17, 2015 A cool contract mechanic would be flybys of various planets/moons, right now flybys serve no real purpose, but this could add some incentive to it.Also, I recommend you look into this mod for t4/t5 stuff maybe. Link to comment Share on other sites More sharing options...
Niemand303 Posted March 17, 2015 Author Share Posted March 17, 2015 Actually I only posted it because the creator just posted again yesterday and is making new parts.Oh, I see that, I'll give it a try!A cool contract mechanic would be flybys of various planets/moons, right now flybys serve no real purpose, but this could add some incentive to it.Also, I recommend you look into this mod for t4/t5 stuff maybe.Yep, in the post before you can see the contracts for flybys. Oh, for those rockets, I'd stick better with NFPropulsion, it provides more variety. Although, those parts will have its place too. Link to comment Share on other sites More sharing options...
SwGustav Posted March 19, 2015 Share Posted March 19, 2015 (edited) I like the contract tree, but the start seems too fast for me (surely there is more to do on Kerbin early game). Have you played Buzz Aldrin's Space Program Manager (the latest one)? Your contract progression feels just as it. (this is a good thing ) Edited March 19, 2015 by SwGustav Link to comment Share on other sites More sharing options...
Niemand303 Posted March 20, 2015 Author Share Posted March 20, 2015 I like the contract tree, but the start seems too fast for me (surely there is more to do on Kerbin early game). Have you played Buzz Aldrin's Space Program Manager (the latest one)? Your contract progression feels just as it. (this is a good thing )I'd say that is because tech tree progresses fast too. For the BASPM, I've been playing it since it was on closed beta test, well, the resemblance was not intended, but yeah, why not? Link to comment Share on other sites More sharing options...
SwGustav Posted April 4, 2015 Share Posted April 4, 2015 So, um, any progress/anything new? Link to comment Share on other sites More sharing options...
tygoo7 Posted April 4, 2015 Share Posted April 4, 2015 Thanks! Glad you like it. Made a new version of the contract progression tree!Any criticism or ideas?http://cs624421.vk.me/v624421511/2430f/1dB-i1eaH_w.jpgThat contract system looks pretty cool! Link to comment Share on other sites More sharing options...
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